Monday, November 26, 2012

Space of Possibility and Pacing in Casual Game Design
 Marcos Venturelli

As causal game design is a large discussion, only aspects relevant to pacing are emphasized in this paper. This paper aims to help understand what makes casual games so special and help understand what makes up a so-called "casual" game, and also build upon a vocabulary towards them.

Casual games have been labelled as “games that generally involve less complicated game controls and overall complexity in terms of gameplay or investment required to get through the game”. but for the purpose of this work "casual games" will be considered "Games that offer the possibility of pick up and play and experiences that can be enjoyed in small bursts and interrupted by players without penalty or perceived penalty". This is because not all "casual games" are less complex in terms of mechanics involved and can become increasingly difficult over time.

Pacing - The rhythm of the game, the relative speed at which the different moving parts of the system are put in motion. by indirectly crafting the player experience - through mechanics, aesthetics and dynamics - to create relaxation, tension and repetition, the designer "paces" the game.

Restricting the Space of Possibility - Designing a game is designing a space of possibility. It is the creation of a structure that will play out in complex and unpredictable ways. It is the collection of all possible actions and outcomes inside the design space of the game - all actions and outcomes artificially made possible by the system.

Player Experience - When playing a game, the player is trying to figure out patterns within it, to make it easier, we do with naturally as humans in all aspect of life to help us understand and overcome. According to Koster [2005], “the natural instinct of a game player is to make the game more predictable because then they are more likely to win”. Taking the definition of “fun” as being “pleasure with surprises”[Schell 2008], when there are no more surprises, there is no more fun. If all the patterns have been figured out, the game becomes uninteresting.

Concepts of  Pacing

Movement Impetus - Movement Impetus, is the will or desire of a player to move forward through a level. Most importantly, it determines how willing the player is to make “advancement decisions”, thus representing his interest in keep playing.
Tension - Tension is the perceived danger that a player might become the weakest side on the conflict. Aesthetic resources such as graphics and sound can be used to increase or decrease Tension.
Threat - Threat is generated on the level of game mechanics, existing as the power struggle tips in favor of the system or the player's opponent(s).
Tempo - Tempo is the “intensity” of play. It is the time between each significant decision made by the player.

 A game that is too simple will get boring fast – players will quickly figure out the patterns and move on to other game or activity. This is what happens to most casual games available in PC flash game portals. However, making it complex will require more time for the player to master its patterns, consequently slowing down Tempo, which reduces Player Impetus. Maintaining this approach will lead to an inevitable Catch-22 while trying to find a “right balance” or a “sweet spot” between small and large spaces of possibility.




Perceivable Pattern of Continuous Learning - A player must be seduced to agree with his or hers entrance on the game experience, but it is also necessary to continuously seduce him or her to stay there. A game can be presented in a way that  new patterns can be quickly absorbed and mastered, and allowing the players to realize that there will be new patterns to be learned in the near future. There should be a time to learn and time to play.